fix #H3039 - panic() when trying to drop destroyed items

From a bug report, dropping a lit
(burning) potion of oil while levitating can produce an explosion which can
destroy inventory.  If in the process of dropping multiple items, the ones
after the oil might be gone, resulting in use of stale pointers and possibly
triggering an "extract_nobj: object lost" panic or even a crash.  While
testing my fix, I discovered that being killed by an exploding potion of oil
could produce an "object_is_local" panic if bones are saved  (and reproduced
with unmodified 3.4.3).
This commit is contained in:
nethack.rankin
2013-11-05 00:57:56 +00:00
parent d7a467fff1
commit e8e291b018
9 changed files with 108 additions and 10 deletions

View File

@@ -850,6 +850,10 @@ engraving feedback about partial text when weapon became too dull to finish
impossible() might display inaccurate feedback after updating paniclog
fix crash which occurred if hero was teleported onto a sink while busy putting
on or taking off levitation boots
fix "object lost" panic (or even crash) when dropping multiple items while
levitating and a lit potion of oil explodes and destroys some inventory
fix "object_is_local" panic when saving bones after hero is killed by explosion
produced by dropped or thrown lit potion of oil
Platform- and/or Interface-Specific Fixes

View File

@@ -701,6 +701,7 @@ E long FDECL(rndexp, (BOOLEAN_P));
E void FDECL(explode, (int,int,int,int,CHAR_P,int));
E long FDECL(scatter, (int, int, int, unsigned int, struct obj *));
E void FDECL(splatter_burning_oil, (int, int));
E void FDECL(explode_oil, (struct obj *,int,int));
/* ### extralev.c ### */
@@ -2685,6 +2686,8 @@ E struct obj *FDECL(which_armor, (struct monst *,long));
E void FDECL(mon_break_armor, (struct monst *,BOOLEAN_P));
E void FDECL(bypass_obj, (struct obj *));
E void NDECL(clear_bypasses);
E void FDECL(bypass_objlist, (struct obj *,BOOLEAN_P));
E struct obj *FDECL(nxt_unbypassed_obj, (struct obj *));
E int FDECL(racial_exception, (struct monst *, struct obj *));
/* ### write.c ### */

View File

@@ -705,18 +705,51 @@ int retry;
}
if (drop_everything) {
for(otmp = invent; otmp; otmp = otmp2) {
otmp2 = otmp->nobj;
/*
* Dropping a burning potion of oil while levitating can cause
* an explosion which might destroy some of hero's inventory,
* so the old code
* for (otmp = invent; otmp; otmp = otmp2) {
* otmp2 = otmp->nobj;
* n_dropped += drop(otmp);
* }
* was unreliable and could lead to an "object lost" panic.
*
* Use the bypass bit to mark items already processed (hence
* not droppable) and rescan inventory until no unbypassed
* items remain.
*/
bypass_objlist(invent, FALSE); /* clear bypass bit for invent */
while ((otmp = nxt_unbypassed_obj(invent)) != 0)
n_dropped += drop(otmp);
}
/* we might not have dropped everything (worn armor, welded weapon,
cursed loadstones), so reset any remaining inventory to normal */
bypass_objlist(invent, FALSE);
} else {
/* should coordinate with perm invent, maybe not show worn items */
n = query_objlist("What would you like to drop?", invent,
USE_INVLET|INVORDER_SORT, &pick_list,
PICK_ANY, all_categories ? allow_all : allow_category);
if (n > 0) {
/*
* picklist[] contains a set of pointers into inventory, but
* as soon as something gets dropped, they might become stale
* (see the drop_everything code above for an explanation).
* Just checking to see whether one is still in the invent
* chain is not sufficient validation since destroyed items
* will be freed and items we've split here might have already
* reused that memory and put the same pointer value back into
* invent. Ditto for using invlet to validate. So we start
* by setting bypass on all of invent, then check each pointer
* to verify that it is in invent and has that bit set.
*/
bypass_objlist(invent, TRUE);
for (i = 0; i < n; i++) {
otmp = pick_list[i].item.a_obj;
for (otmp2 = invent; otmp2; otmp2 = otmp2->nobj)
if (otmp2 == otmp) break;
if (!otmp2 || !otmp2->bypass) continue;
/* found next selected invent item */
cnt = pick_list[i].count;
if (cnt < otmp->quan) {
if (welded(otmp)) {
@@ -735,6 +768,7 @@ int retry;
}
n_dropped += drop(otmp);
}
bypass_objlist(invent, FALSE); /* reset invent to normal */
free((genericptr_t) pick_list);
}
}

View File

@@ -1699,7 +1699,7 @@ boolean from_invent;
case POT_WATER: /* really, all potions */
obj->in_use = 1; /* in case it's fatal */
if (obj->otyp == POT_OIL && obj->lamplit) {
splatter_burning_oil(x,y);
explode_oil(obj, x, y);
} else if (distu(x,y) <= 2) {
if (!breathless(youmonst.data) || haseyes(youmonst.data)) {
if (obj->otyp != POT_WATER) {

View File

@@ -642,4 +642,16 @@ splatter_burning_oil(x, y)
explode(x, y, ZT_SPELL_O_FIRE, d(4,4), BURNING_OIL, EXPL_FIERY);
}
/* lit potion of oil is exploding; extinguish it as a light source before
possibly killing the hero and attempting to save bones */
void
explode_oil(obj, x, y)
struct obj *obj;
int x, y;
{
if (!obj->lamplit) impossible("exploding unlit oil");
end_burn(obj, TRUE);
splatter_burning_oil(x, y);
}
/*explode.c*/

View File

@@ -1490,7 +1490,7 @@ register int allflag, mx;
register const char *olets, *word; /* olets is an Obj Class char array */
register int FDECL((*fn),(OBJ_P)), FDECL((*ckfn),(OBJ_P));
{
struct obj *otmp, *otmp2, *otmpo;
struct obj *otmp, *otmpo;
register char sym, ilet;
register int cnt = 0, dud = 0, tmp;
boolean takeoff, nodot, ident, take_out, put_in, first, ininv;
@@ -1512,9 +1512,21 @@ nextclass:
ilet = 'a'-1;
if (*objchn && (*objchn)->oclass == COIN_CLASS)
ilet--; /* extra iteration */
for (otmp = *objchn; otmp; otmp = otmp2) {
if(ilet == 'z') ilet = 'A'; else ilet++;
otmp2 = otmp->nobj;
/*
* Multiple Drop can change the invent chain while it operates
* (dropping a burning potion of oil while levitating creates
* an explosion which can destroy inventory items), so simple
* list traversal
* for (otmp = *objchn; otmp; otmp = otmp2) {
* otmp2 = otmp->nobj;
* ...
* }
* is inadeqate here. Use each object's bypass bit to keep
* track of which list elements have already been processed.
*/
bypass_objlist(*objchn, FALSE); /* clear chain's bypass bits */
while ((otmp = nxt_unbypassed_obj(*objchn)) != 0) {
if (ilet == 'z') ilet = 'A'; else ilet++;
if (olets && *olets && otmp->oclass != *olets) continue;
if (takeoff && !is_worn(otmp)) continue;
if (ident && !not_fully_identified(otmp)) continue;
@@ -1589,6 +1601,7 @@ nextclass:
if(!takeoff && (dud || cnt)) pline("That was all.");
else if(!dud && !cnt) pline("No applicable objects.");
ret:
bypass_objlist(*objchn, FALSE);
return(cnt);
}

View File

@@ -1206,7 +1206,7 @@ boolean your_fault;
switch (obj->otyp) {
case POT_OIL:
if (obj->lamplit)
splatter_burning_oil(u.ux, u.uy);
explode_oil(obj, u.ux, u.uy);
break;
case POT_POLYMORPH:
You_feel("a little %s.", Hallucination ? "normal" : "strange");
@@ -1356,7 +1356,7 @@ boolean your_fault;
break;
case POT_OIL:
if (obj->lamplit)
splatter_burning_oil(mon->mx, mon->my);
explode_oil(obj, mon->mx, mon->my);
break;
case POT_ACID:
if (!resists_acid(mon) && !resist(mon, POTION_CLASS, 0, NOTELL)) {

View File

@@ -673,6 +673,35 @@ struct obj *obj;
context.bypasses = TRUE;
}
/* set or clear the bypass bit in a list of objects */
void
bypass_objlist(objchain, on)
struct obj *objchain;
boolean on; /* TRUE => set, FALSE => clear */
{
if (on && objchain) context.bypasses = TRUE;
while (objchain) {
objchain->bypass = on ? 1 : 0;
objchain = objchain->nobj;
}
}
/* return the first object without its bypass bit set; set that bit
before returning so that successive calls will find further objects */
struct obj *
nxt_unbypassed_obj(objchain)
struct obj *objchain;
{
while (objchain) {
if (!objchain->bypass) {
bypass_obj(objchain);
break;
}
objchain = objchain->nobj;
}
return objchain;
}
void
mon_break_armor(mon, polyspot)
struct monst *mon;

View File

@@ -1710,6 +1710,9 @@ struct obj *obj, *otmp;
* meat; prevent those contents from being hit.
* retouch_equipment() - bypass flag is used to track which
* items have been handled (bhito isn't involved).
* menu_drop(), askchain() - inventory traversal where multiple
* Drop can alter the invent chain while traversal
* is in progress (bhito isn't involved).
*
* The bypass bit on all objects is reset each turn, whenever
* context.bypasses is set.